Fixes to documentions to refelect the move from osgGLUT to osgProducer.
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@@ -19,11 +19,11 @@
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<td><a href="dependencies.html">Dependencies</a></td>
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<td><a href="demos.html">Demos</a></td>
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<td><a href="examples.html">examples</a></td>
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<td><a href="data.html">Data</a></td>
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<td><a href="sgv.html">Viewer</a></td>
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<td><a href="osgviewer.html">Viewer</a></td>
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<td><a href="stereo.html">Stereo</a></td>
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@@ -37,14 +37,14 @@
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<u>Compiling and installing the OpenSceneGraph</u></h2>
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The scene graph depends upon Standard C++, STL and OpenGL so you need a
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C++ compiler up to the task and OpenGL or Mesa installed. The viewer depends
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upon GLUT which you'll need to download and install from the GLUT website.
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upon Producer which you'll need to download and install from the Producer website.
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The OSG has it own native ascii file format, and .rgb image reader inbuilt
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which allows you read the example data with any dependencies other than
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C++, STL and OpenGL.
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<p>The osgText library adds the dependency of the freetype library for
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support of true type fonts, however it is not essential to the core library,
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so you can comment it out from compilation by modifying the src/Makefile,
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and src/Demos/Makefile. I you wish to use fonts then you can download freetype
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and examples/Makefile. I you wish to use fonts then you can download freetype
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from www.freetype.org. The osgText library also requires an up to date
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GLU implementation which supports GLU1.2 tessellation routines. If you
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your current GLU is out of date you'll need to download the latest, for
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@@ -125,17 +125,17 @@ Visual Studio6.0 + Dinkumware's STL bug fix patches (see details below).</li>
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Visual Studio6.0 + STLport (see details below)</li>
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</ol>
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<p>The OSG is composed of a number of scene graph libraries (with Core in
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front of the project names), executables (with Demos in front of the project
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front of the project names), executables (with examples in front of the project
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names), and plugins which read and write 3D data formats and 2D image formats
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(with osgPlugins in front of the project names).
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To get the OSG running you'll need at least to compile Core osg,osgUtil,osgDB,osgGLUT,
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osgPlugin dot_osg and Demo sgv. The rest of the libraries and executables
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To get the OSG running you'll need at least to compile Core osg,osgUtil,osgDB,osgProducer,
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osgPlugin dot_osg and Demo osgviewer. The rest of the libraries and executables
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are optional and can be compiled if you need them, however for simplicity
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I would recommend doing a batch build of all the libraries and executables
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in the distribution, some of the plug-ins which support non native file
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formats may not compile due to dependencies on other libraries (such as
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libpng), you can ignore these compilation errors unless you need to load
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the related file types. To help the compilation the plugins, osgGLUT and
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the related file types. To help the compilation the plugins, osgProducer and
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osgText one can download .zip archive will all the dependencies in it.
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Further details on this .zip file can be found in <i><a href="dependencies.html">dependencies.html</a></i>
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@@ -309,7 +309,7 @@ For anyone who's ever used a Unix box for development, well, the mac
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and running under Mac OS X. The main requirement is that you need to have
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installed the Developer tools from the CD that comes
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for free with OS X. This gives you compilers, headers, frameworks - stuff
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like GLUT and Carbon for developers. Get those here:
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like Producer and Carbon for developers. Get those here:
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<ul>
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<li> The Apple <a href="http://developer.apple.com/tools/macosxtools.html">
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